Damage Per Round(DPR) is a great way to measure the expected damage of a character vs. a normal monster appropiate for your level. While we don't always face monsters of equal level, it still is a good measure for comparison.

DPR is calculated by taking your average damage when you hit, and multiplying that by the chances of hitting. Crits need some extra help to get a more accurate DPR.

Kills Per Round (KPR), is a version of your DPR that we use to compensate for your level, so we can compare builds regardless of level.To convert your DPR into KPR simply divide the DPR by 8*level+24 (the growth rate of the average monster per level).

If you need combat advantage(rogues mostly) then assume it's there. If you assume Combat Advantage your DPR will be marked accordingly. It is better to generate your own combat advantage in some fashion rather than needing to rely on party cooperation which can fail. Chargers may also assume the ability to charge, but will similarly have a flag indicating that circumstances may not be conducive to achieving the quoted DPR(Must take opportunity attack to move back and charge target)

DefenseMonster defenses are given by the following formulasAC: 14 + level;Fort,Ref,Will: 12+levelChance to hit 1:1 - .05(Defense - (to hit) - 1)Chance to hit 2:Assume I have a +7 to hit an AC of 15. I hit on an 8 but miss on a 7. 7 / 20 is my miss chance(7*5%) = .35. I have a hit chance of .65.

Double rolls and Crit special casesAvengers and sages of ages together with users of martial supremacy need to worry about rerollsRoll twice and take better 1-(base chance to miss)^2 = chance to hit, what's the chance I miss with both rolls, 1 minus this1-(1-base chance to crit)^2 = chance to crit (in other words what is the chance both(^2) aren't(1-x) crits, 1 minus that)

Sage of ages' floating d20Easiest way is to assume that you will always use the floating d20 for 1 attack, thus treating that attack like a double roll, take better. There is a slight discrepancy, but it's not that big

Martial Supremacy(chance to hit) + (chance to miss)*(chance to hit)= final chance to hit.

Martial Supremacy + Oath of EmnityDo a simulation, or ask someone to do it for you. You've probably got a very special decision tree that makes mathematical calculations of the exact number difficultSpecial cases of sometimes use Attack A, If I hit last turn I use Attack B.Please refer to this post for this complex situation

King of level 6:28.43 DPR gith brutal scoundrel(4th), by Reg0619.35 DPR eye for an eye(6th), by roark13 King of level 1: Please see normal candidates as both Magic item dependent and non-item dependent builds are collected there.

A discussion can be found here and an expounding done by The_Yakk on my analysis is Monster HP can be approximated by 8*level + 24.Your effectivness can be measured by how many rounds you take to kill an equal level monster.Instead of having a baseline of 20/40/60 DPR at the milestones of 10/20/30th level which has problems around the tier jumps (there's a huge difference in DPR from level 10 and level 12 due to avaliability of paragon feats) we can see your DPR as a function of your level and compare it with monster HP.Thus if you wanted to kill a monster in 4 rounds you would need a DPR that grows as 2*level + 6. This formula almost exactly is the bottom threshold for most DPR candidates here.If you wanted to kill a monster in 2 rounds you would need a DPR of 4*level + 12 which easily is the upper threshold which seperates the outliers and DPR kings, which are obviously overpowered.Within these limits are contained most of the DPR candidates.

Awesomeocalypse argued that this 4 round progression is too harsh for serving as a baseline for the intended striker DPR. The developers intent was that you use encounter powers and daily powers for those 4 rounds and that 2*level + 6 should be observed baseline when using your encounter powers and that a 5 round progression should serve as a baseline for at-will comparison, as at-wills are a good measure of what you will do minimally.

Monster HP / level is a good gauge of intended DPR / level.Monster HP growth can be approximated by 8*level+24.

If you are to defeat them in 8 rounds your DPR should be 1 * level + 3, meaning at level 1 you have to really suck to be doing 4 DPR, at level 10 you're doing 13 DPR, at level 20 you're doing 23 DPR, and reaching your plateau of 33 DPR at epic. 1 PC killing a monster in 8 rounds is much too long.

Non-Striker1: 4 DPR6: 9 DPR12: 15 DPR16: 19 DPR 24: 27 DPR30: 33 DPRThis is where most non-damage-focused non-striker builds should treat as a baseline. Leaders and defenders go here. Controllers can be a bit below this, but really need to have large areas or super high controllery stuff

Intended Strikerif you are to defeat them in 4 rounds the progression is as follows 2* level + 61: 8 DPR6: 18 DPR12: 30 DPR16: 38 DPR24: 54 DPR30: 66 DPRIn 4 rounds you can almost entirely rely on encounter powers and daily powers, which do oft-times minimally more damage. I state minimally because most of the time it adds anywhere from +1d6 to +3d10 which averages out to +3 damage to +16 damage. multiply this by your intended chance to hit of 50% and you have a boost to damage ranging from +1.5 DPR to +8 DPR, al right, not minimal, but eh.

Broken Striker BaselineOptimized Strikers should be able to take out an equal level monster in 2 rounds = 4*level + 12 1: 16 DPR 6: 36 DPR 12: 60 DPR 16: 76 DPR 24: 108 DPR 30: 132 DPRThese numbers are frighteningly close to those observed on the DPR king candidates. If we throw out the outliers (slashers(16,30), longtooth ranger(1,6)) we find that optimized strikers fall perfectly within the 2 and 4 round monster killers.

This analysis supports the falsehood of the 15/40/60 benchmarks, and rather supports that good strikers should be following a 2* level + 6 progression. The problem I have with a 3 number benchmark is that level 10 is so close to level 11, yet there's a huge discrepancy between level 10 and 11 due to the availability of paragon feats that opens up to so much more potential. level 1, 11 and 21 should be better levels for benchmarking. I propose the following benchmark 8/24/48 at levels 1/11/21. I would prefer a 1/12/24 (8/30/54 DPR respectively) progression but that's just me.

Str 16, Cha 20Curse of Io's BloodEldritch BlastAttack: +7 vs RefHit: 1d10 + 5 + 1d6 + 1 +3DPR: (0.7*18)+(0.05*25)=13.85a "normal" warlock that I posted together with melee version, this one is a much more stereotypical one

I'm not sure what to do with the "Key" section. Are these things that should not or cannot be in submitted builds? Or are these items that simply need to be noted so others can decide if the build is viable for their campaign?

Can you define "nova"? Is there a "setup" round? Or is it going to be an exercise in what you can do in 1 round? Can immediate actions (such as disruptive strike) be used to add to a nova?

There should not be a formal setup round for a "nova." Damage in a "setup round" should count too, as I elaborate on here. However, it is reasonable to assume two-rounds of actions and/or some ally assistance, particularly on a Daily nova.

Two assumptions about those:

Either: You start 5 squares away from a "just sitting" there enemy. You get two rounds of actions to deal as much damage as possible.

Or: you start adjacent to or any number of squares away from the enemy (your choice). You get one round of actions to deal as much damage as possible.

For aid from an ally, here are 4 scenarios:You get a power bonus to hit from an ally that lasts the round and/or you get a power bonus to damage from an ally, or you're on your own. My standard for to-hit at level 16+ would probably be based on a Battle Captain Tactical Warlord, but other assumptions are reasonable.

I believe i stated in the daily nova a 1 round setup. I think for an encounter nova a single round would be ok also. I'll change that now.As per having help I think that would be unfair. Everybody would choose the optimal helper and would then become more of a team optimization rather than an individual's choices. Having a helper would spawn too much debate so I'll play it safe and say you're alone against a block of tofu, however rare that is. The best I feel can be done is to urge candidates to find their expected damage of a block of tofu of equal level.

I'm not sure what to do with the "Key" section. Are these things that should not or cannot be in submitted builds? Or are these items that simply need to be noted so others can decide if the build is viable for their campaign?

I'll be including the feycharger. few people have been able to top SongNSilence's exploration in the feycharging arena. I'll put that combo in the key section. As per your first question: the latter. It's a look up not a banned list.

I'm not sure what to do with the "Key" section. Are these things that should not or cannot be in submitted builds? Or are these items that simply need to be noted so others can decide if the build is viable for their campaign?

I'll be including the feycharger. few people have been able to top SongNSilence's exploration in the feycharging arena. I'll put that combo in the key section. As per your first question: the latter. It's a look up not a banned list.

Are you going to put Fey Charge alone in it or just the combination of Fey Charge + ESA (+whatever)? Fey Charge by itself is pretty tame.

As I mention above, a dedicated "setup round" doesn't make sense. All the damage you can do in 2 rounds makes sense. There's no reason to add "damage in round 1 doesn't count", though there are some benefits to staying away from a solo for melee characters (so the solo doesn't disrupt the plan).

As per having help I think that would be unfair. Everybody would choose the optimal helper and would then become more of a team optimization rather than an individual's choices. Having a helper would spawn too much debate so I'll play it safe and say you're alone against a block of tofu, however rare that is. The best I feel can be done is to urge candidates to find their expected damage of a block of tofu of equal level.

You don't need a whole character for a helper. Just a power bonus to hit, for example. Otherwise, accuracy is at too much of a premium compared to what it would be in an actual game for a daily nova. Well, accuracy and the Disciple of Divine Wrath feat

I'm not sure what to do with the "Key" section. Are these things that should not or cannot be in submitted builds? Or are these items that simply need to be noted so others can decide if the build is viable for their campaign?

I'll be including the feycharger. few people have been able to top SongNSilence's exploration in the feycharging arena. I'll put that combo in the key section. As per your first question: the latter. It's a look up not a banned list.

Are you going to put Fey Charge alone in it or just the combination of Fey Charge + ESA (+whatever)? Fey Charge by itself is pretty tame.

As I have for the moment come back to CharOps, and conveniently at a time when a DPR King thread is being recreated (to account for all the new errata), I shall re-create my level 30 contenders - so far, off the top of my head, I have a 145ish DPR twin-striking ranger, which I know completely satisfies all the criteria.

However, as with the last time I started listing these: We know you want at-will DPR, but can it include things like Wizard's Fury + Salves of Power? What about someone using Arcane Mastery, which can be for all day as long as you have someone with 1 or 2 symbols of victory in the party (not a particularly difficult stretch of the imagination, but it something that requires outside help)?

I also wonder: Can we create a category, specifically designed for: Encounter Novas of a party, designed for 1 (or 2) rounds of total damage? I know you earlier mentioned not to, but as we are looking at a DPR king candidate, there could certainly be CharOps lurkers who are interested in party optimization as well; contenders in this category should have a baseline of wiping out at least 2 monsters or 1 elite (although I believe to be truly competitive in this category, a full party should be able to kill 3 or 4 normals, 2 elites, or a solo. Anyone entered in this category should also list how dependant the nova is on ranges between the party and the monsters (and each other), and initiative rolls.

@borg285: You may want to put commas between the terms of your legend. Example: The Pit Fighter would read "1,6,@" which makes it a bit easier to understand.

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
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@borg285: You may want to put commas between the terms of your legend. Example: The Pit Fighter would read "1,6,@" which makes it a bit easier to understand.

I used the comma to separate between essential stuff and extra stuff that simply adds damage. Should I make such a distinction? Some builds rely on only having 5-7 encounters per day and can thus rely on using salves of power to achieve the high damage making that element essential to their DPR. If I draw a line between those that use them and those that don't others will complain that other lines should be drawn. Salves of power are acceptable by some but frost cheese is unacceptable to others. Having the key is what I think is the best way to allow all sorts of candidates leaving the filtering up to the reader. If you have a better scheme please propose it. I would love to explore it. So far nothing feels better than this. The tough part is to getting people to include which ones they use in their entry.

Maybe use semicolon to separate the essential stuff from the damage stuff, then use commas to separate terms within each category?

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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This is great! I really like the classification key method.What do you mean by "Non-Item-Specific Candidates"? Naked Monks?

It has been asked a number of times who would be best with only assuming vanilla magic items. Generally the avenger and ranger come out on top with a few exceptions. Enough people have asked for those that I thought a seperate section should be devoted to them. It helps those that don't get what's on their christmas list or who's DM have made a magic-item-free world.

Does anybody remember or have the link to the normalized defenses? Should I simply calculate that a defender should have a 40% chance of being hit and calculate AC based on monster to hit? I want to have a section outlining that.

Does anybody want to take a stab at fixing the following first level builds?

Dwarf/Elf/1/2 orc avenger of Tempus

Hybrid dwarf Ranger | Tempest Fighter

Dwarf Warlock (hexhammer)

They relied on bloodclaw and I feel they can still compete with the new items avaliable.

I think the Human Tempest Fighter in the heroic tier list shouldn't be using the Spirited Rider feat and the Deft Hurler feat together. We've since had guidance that only one at-will modifying feat can be used with any single attack.Also, I don't know if this competition is focused on single target damage or not, but Deft Hurler can no longer be used to attack the primary target a second time.

I think the Human Tempest Fighter in the heroic tier list shouldn't be using the Spirited Rider feat and the Deft Hurler feat together. We've since had guidance that only one at-will modifying feat can be used with any single attack.Also, I don't know if this competition is focused on single target damage or not, but Deft Hurler can no longer be used to attack the primary target a second time.

Unfortunately I'm too dumb to get the formula running in Excel, so I used this tool:dndcalculator.blogspot.com/Can you guys please help me out and educate me on how to set this up in Excel?

I don't see how this can possibly offer 16.66 DPR.

You hit on a 6 for a 70% chance for a normal hit and a 5% chance for a crit.Normal hit average damage is 15. 70% of that is 10.5On a crit, howling strike deals 23+1d12 for an average of 29.5. The crit directly contributes 1.475 to DPR for a DPR of 11.975Then Rampage kicks in for a 70% chance of 11.5 damage and a 5% chance of 23.5. Those add 0.4025 and 0.05875 DPR to the total.The total DPR I come up with is 12.43625

You hit on a 6 for a 70% chance for a normal hit and a 5% chance for a crit.Normal hit average damage is 15. 70% of that is 10.5On a crit, howling strike deals 23+1d12 for an average of 29.5. The crit directly contributes 1.475 to DPR for a DPR of 11.975Then Rampage kicks in for a 70% chance of 11.5 damage and a 5% chance of 23.5. Those add 0.575 and 0.05875 DPR to the total.The total DPR I come up with is 12.60875

That's a long way from 16.66

I get 12.44 DPR. You didn't multiply the 0.7 chance to hit by the 11.5 damage on the critical (used 1 instead of 0.7), which is why your answer is different.

(note--those ndef values seem a bit low; I'm not sure I'm calculating them right. With fullplate, he has AC 18, Fort 17, Ref 12, Will 14--that's not good, but it's not as abysmal as those ndef stats subtracting (15+level) make it appear to be)

Preparation: It appears from the level 30 nova that we assume that we can begin the turn adjacent to target. Lordduskblade's build assumes several setup actions that do not target the bad guy, so I'm not sure whether or not a setup round disciple of divine wrath oath of enmity would be appropriate. I'll do three versions here: the first assumes adjacency but no enemy-targetting powers in the setup round. The second assumes enemy targetting powers in the setup round and the third will assume neither adjacency nor enemy targetting powers in the setup round. The fourth will include damage from round 1 as well.

(note--those ndef values seem a bit low; I'm not sure I'm calculating them right. With fullplate, he has AC 18, Fort 17, Ref 12, Will 14--that's not good, but it's not as abysmal as those ndef stats subtracting (15+level) make it appear to be)

Preparation: It appears from the level 30 nova that we assume that we can begin the turn adjacent to target. Lordduskblade's build assumes several setup actions that do not target the bad guy, so I'm not sure whether or not a setup round disciple of divine wrath oath of enmity would be appropriate. I'll do three versions here: the first assumes adjacency but no enemy-targetting powers in the setup round. The second assumes enemy targetting powers in the setup round and the third will assume neither adjacency nor enemy targetting powers in the setup round.

That's not going to win any awards, but it's not bad level 1 DPR either.

Thank you so much for being the first to submit with the format I outlined. Please tell me how difficult was it. What could I do to simplify the process? I presume you meant daily nova. I'll fix the normalized NAD calculation. I meant to have found the thread that describes how to calculate them and how they compare. you do REF - 13 - level.

Thank you so much for being the first to submit with the format I outlined. Please tell me how difficult was it. What could I do to simplify the process? I presume you meant daily nova. I'll fix the normalized NAD calculation. I meant to have found the thread that describes how to calculate them and how they compare. you do REF - 13 - level.

There's no reason to use this complicated a measure. Normalized defense= Actual Defense- level. Done! This doesn't embed a particular standard, but it's much easier to know what you're looking at, and comparing between builds is easy.

The paladin detailed above is obviously only as effective as it is because, unlike most builds, it is capable of burning every single daily and encounter power it gets to do single target damage over two rounds. It also has a grand total of zero wasted actions which makes the nova a little unrealistic (But, hey, what nova isn't a little unrealistic? We're talking AC 15 monsters here--AC 15 monsters will almost never survive that nova long enough to justify the second ardent vow and action point for heedless fury). A real monster could reduce the nova's DPR simply by shifting one square away from the paladin after the setup round.

But I noticed that you have a level 6 nova entry, so I thought I'd put up a level 6 version of the nova since it turns out that the paladin can actually solve that aspect of the unrealistic scenario. If the paladin uses hold fast on the charge, the target is immobilized until the end of his next turn, thus preventing the target from moving away. Other foes could still move in and ruin the oath of enmity bonus and the paladin could still be beaten down, stunned, dazed, weakened, etc, but the easiest avenue of escape from the nova is closed off.

(gauntlets of ogre power--terrible item, but I can't think of a better level 5 item to support the nova; if we're resolved to blow all our daily powers (and most of the encounters) in two rounds, why not go whole hog and add an item daily to the mix?)

Version 4: Average Damage over two rounds: 122.47671875Round 1: Minor: Oath of enmity (via disciple of divine wrath)Minor: Divine strengthStandard: Charge with Hold FastFree: Apply gauntlets of ogre power to the first hit

Thank you so much for being the first to submit with the format I outlined. Please tell me how difficult was it. What could I do to simplify the process? I presume you meant daily nova. I'll fix the normalized NAD calculation. I meant to have found the thread that describes how to calculate them and how they compare. you do REF - 13 - level.

It wasn't too difficult, but I didn't find the template easy to follow either. All of the XXXs, brackets, and cheese symbols make it a bit hard to read.

Also, I'm still a bit mystified by how the heck you come up with the normalized defenses. Looking at the stormwarden's normalized defenses, I can tell that my calculations are not done in the same way since the Palavenger has higher AC (by 2), Fortitude (by 2), and Will (by 2)defenses and his Ref is only 2 lower but the Stormwarden's nAC is only one lower, his nfort is the same, his nref is four higher, and his nwill is the same. Based on those numbers, it would initially appear the the normalization is against the standard monster's 14+level AC and 12+level NADs, but in that case, the stormwarden's nfort would be 2 rather than 3, nref would be 1 rather than 2, and nwill would be -1 rather than 0. In general, I agree with the previous poster that it would be easier to explain and to calculate if we simply used defense-level as the formula.

This build breaks 120 DPR using some conservative estimates. I'm not mathletic enough to figure out how to calc factors like the total value of the Keeper's Prescience roll. While I know that the crit rate of the first attack is 38.5% with the pre-roll, I don't know how to figure out the total accuracy benefit, the benefit of the pre-roll as a floating accuracy & crit buff (when not applied to the initial attack), etc.

I suspect that the actual DPR is at or above 130.

This one is also playable 1-30, and the itemization works in accordance with 'legal' standards.

*Human (Pursuit) Avenger/Student of Caiphon/Sage of Ages... with a Rending Urgrosh and Radiant feats and synergies.

On Crit: -- Target is knocked prone (Assault Boots)-- this gives CA for subsequent generated swings.-- Target gains -2 to all defenses until end of the encounter (Triumphant Attack)-- Target gains vuln 15 Radiant until the end of your next turn. (Punishing Radiance, Symbol of Divine Light)-- While the target is vuln Radiant, all Divine attacks benefit from the vulnerability. (Pervasive Light)-- make off-hand Overwhelming Strike (Two-Weapon Opening, Power of Skill). +39 vs AC, 2d6+38-- make main hand Overwhelming Strike (Rending, Power of Skill). +39 vs AC, 2d12+39.-- Font of Radiance effect applied to target. Effectively 3d6 ongoing (save ends), and it's worth noting that the first round will always be 3d6+15 due to vuln Radiant.

Turn after a crit, Bond of Retribution:

+36 vs AC, 2d12+49.

'Other' factors:--Ring of the Radiant Storm allows you to roll twice for Radiant attack damage rolls-- including crits-- and use the higher result.

The Divine Feycharger DPR of 451 is wrong. The build uses Arcane Admixture(Thunder) on Virtuous Strike, which does not work by RAW. The Echoes of Thunder damage needs to be subtracted from the DPR total since Virtuous Strike would not be a thunder attack power.

DPR is 14.73 assuming that your target is isolated, and that you invoke your shrouds every round. You shouldn't, of course, but it's 2:30 a.m. and for the purpose of this exercise it's the most straightforward way to go about it.

(.65*(16.5+3.5))+(.05*(22+6.5+6))

EDIT: DPR assuming shrouds every other round: 15.24

Every third and fourth rounds bumps it up higher, but is less likely to be useful in a game situation (15.43 and 15.51, respectively).

The Divine Feycharger hasn't been updated in a while, so maybe you could drop SongNSilence a line so he can fix it.

Just wanted to note: I recalculated my numbers with the Stormwarden (had to make an Excel sheet for it and everything >.>), but the DPR value is now 140.82.

Also wanted to note that the Ranger/Pit Fighter does not use Frost Weapons (didn't have the room with regards to feats).

"The best defense is a good offense." -Gen. George S. Patton
Also known as: LDB.
Got questions on how to build characters for 4E? Check out the Complete Collection of Character Build Links for some advice.
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Unfortunately I'm too dumb to get the formula running in Excel, so I used this tool:dndcalculator.blogspot.com/Can you guys please help me out and educate me on how to set this up in Excel?

I don't see how this can possibly offer 16.66 DPR.

You hit on a 6 for a 70% chance for a normal hit and a 5% chance for a crit.Normal hit average damage is 15. 70% of that is 10.5On a crit, howling strike deals 23+1d12 for an average of 29.5. The crit directly contributes 1.475 to DPR for a DPR of 11.975Then Rampage kicks in for a 70% chance of 11.5 damage and a 5% chance of 23.5. Those add 0.4025 and 0.05875 DPR to the total.The total DPR I come up with is 12.43625

That's a long way from 16.66

--EDITED to reflect ElricEN's correction below--

I forgot to uncheck "roll twice". If I do the program comes to the same conclusion. Sorry for the waste of time. At least now we know that the software works If he takes Powerful Charge instead of Expertise the charging DPR is 13.91. Not sure if that qualifies as entry...

Hum.. I think I need to look at SongNSilence's build more closely - I can't get nearly as high DPR as he has, so I'm thinking that I must be missing at least 1 attack in the sequence... oh you know.. he uses dancing weapons, which I haven't accounted for yet. My Goliath FeyCharger only reaches 220 DPR (probably.. 285 with a dancing weapon), although I don't use white lotus at all due to lacking an arcane attack. I wish I could fit the Virtuous Strike into my build (as having a nice arcane melee basic is a wonderful thing), but I can't be 5 classes at once without a prohibitive feat cost.

Incidentally: Virtuous Strike IS an arcane power, via the feat Power of Arcana (which SongNSilence most certainly uses), thus the echoes of thunder.

an idea I got about 1st level DPR; Curse of Io's Blood is probably the most damage you get for a featthis assumes both I can be bloodied and that I can curse my target. if any of this can't be met, damage drops accordingly

EDIT3: just remembered that Eldritch Strike is a MBA, so I can charge...everything the same, exceptAttack: +9 vs ACDPR=(0.7*19.5)+(0.05*27)=15.0being MBA also means we pick up Bracers of Mighty Striking and go to town @2

DPR is 14.73 assuming that your target is isolated, and that you invoke your shrouds every round. You shouldn't, of course, but it's 2:30 a.m. and for the purpose of this exercise it's the most straightforward way to go about it.

(.65*(16.5+3.5))+(.05*(22+6.5+6))

EDIT: DPR assuming shrouds every other round: 15.24

Every third and fourth rounds bumps it up higher, but is less likely to be useful in a game situation (15.43 and 15.51, respectively).

if you're stacking your shrouds to 4, you get more DPR from Leaping Shade, basically trading +1 to damage on every attack for +1/+2/+3/+0 rotation.the least thinking required to calculate this is every round for itself and average (it's getting really late here :P)

Assumption: You have already used your Blood Fury weapon to activate Longtooth Shifting (which lasts all encounter), and are in Battle Fury Stance (since it's an encounter power stance, it will be available for every encounter, all day).

My Warlock/PMC_Wizard/Archmage build gets 140.68 at-will DPR at level 30 when adjacent to a cursed enemy who he's hit the previous round. Uses White Lotus Enervation, Salves of Power, and Wintertouched+Lasting Frost+Arcane Admixture. Basic trick is to use Wizard's Fury to do a one-two combo of Eldritch Blast and Magic Missile every round; this is doable in early paragon tier, given a sufficient number of Salves of Power. Once he gets to level 30 and can turn Wizard's Fury into an encounter power, the Salves are for recharging Armor of Agathys.